The dominant scent in the Lotus garage at the moment isn’t warm
Bridgestones or posh deodorant – it’s defeat. Nine races into the 2010 season
and the team have yet to score a point. By rights, their new driver, a Finn
called Timo Stone, should be ready to throw in the towel. The fact that he
isn’t says a lot about Codemasters refreshingly risqué take on F1.
A lazier licence-holder would simply have bolted some next-gen visuals
onto a stock genre template, then swanned off to the bank. Codies, to their
credit, have tried something far bolder. F1 2010’s career mode provides a
fascinating glimpse of what it must be like to be a Lucas di Grassi or a Bruno
Senna, a driver at the bottom of the pecking order, cursed with a car that is
woefully uncompetitive.
For your first season (careers can span up to seven 19-race seasons)
podium finishes are a preposterous pipedream. You are just battling to
out-perform your teammate and to meet very modest team objectives. A twelfth
place finish or qualifying on the seventh row can be enough to see your stock
rise. Keep turning in solid performances and dealing with press questions, and
eventually the offers from bigger teams should roll in.
Well, that’s the theory. Right now even meeting the demands of a minnow
outfit is tricky. Whether this is down to difficulty levels, or inherent
(realistic) car weaknesses, it’s hard to say, but demanding physics can’t be
implicated.
Heavy rein
The handling models are an entertaining yet faintly patronising mix of
the rigorous and the reined-in. Turn off all the driver aids and the steeds
still feel a tad sedated. If you’re used to wrestling spirited SimBin and ISI
open-wheelers, you may find yourself surprised at how surefooted the cars feel
in corners, and how tolerant they are of violent wheel and throttle inputs. The
top sims – rFactor, GTR Evo, iRacing – all provide more visual and aural motion
cues, meaning driving on the ragged edge is a more intuitive and satisfying
business than it is here.
F1’s rides are at their most mischievous when the heavens open mid-race
and you’re caught improperly attyred. Dynamic weather can turn a grippy ribbon
of tarmac into a perilous puddle-strewn skidpan in a matter of minutes. The
camera and spray effects that accompany these downpours are superb. Hurtling
through Monte Carlo’s winding streets or Spa’s forested vales with visor
bejewelled, and world refracted and reflected, is an unforgettable experience.
AI drivers hold up their end of the illusion well too. They’ll jealously
guard racing lines, dart through gaps and clash and run wide on occasions.
Whether you’ve opted for the truncated versions of Grand Prix (usually around
10 laps) or the full marathons, you’ll invariably cross the line exhilarated,
exhausted, and haunted by what-ifs. What if I’d chosen a faster but less stable
setup? What if I’d pitted earlier? What if I hadn’t rear-ended Barrichello at
La Rascasse and earned that brutal ten second stop-go penalty? Even with flag
realism reduced, the marshals are a merciless lot.
Much work has obviously gone into capturing the sport’s technical and
regulatory side. Recent rule changes all loom large in the race strategies that
you either devise yourself or leave up to your team.
F1 2010 almost spins out on the final corner thanks to some low
framerates on denser tracks, and excruciatingly poor savegame and replay
facilities, but its core of solid racing thrills sees it through. If you like
your speed duels redolent, gorgeous and glazed with glamour/ rain, this is a
risk-free purchase.